| Commit message (Collapse) | Author | Age | Files | Lines |
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The GL spec says the 24-bit component is in the high bits, and
format_unpack.c looks at the high 24 bits in the S8Z24 case, not
Z24SS8.
Avoids a regression in the next commit.
Reviewed-by: Kenneth Graunke <[email protected]>
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The unreachable() that follows isn't very useful for debug, and by adding
this here we get a nice description of the failure in debug builds.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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trivial
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so that we immediately set the no-op dispatch
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This allows us to make sure clipdist is emitted as a scalar array rather
than two vec4s. This matches SPIR-V semantics, and will be useful for
Zink.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This uses the NIR pass to lower flatshading when the driver
requests it.
Reviewed-by: Marek Olšák <[email protected]>
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move the TGSI code after the ARB_vp code
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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move the initializaton to st_link_nir
Reviewed-by: Timothy Arceri <[email protected]>
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Same as VS and FS.
This might fix vertex color clamping.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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The conversion from pipe_shader_state to pipe_compute_state is done
at the end.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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nvc0 and I assume radeonsi as well hit an assert inside glsl_to_tgsi as atan
instructions get inserted into the shader.
Fixes: cece947a8dfa ("glsl/builtin: Add alternate versions of atan using new ops")
Cc: Neil Roberts <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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It's already defined in `m_debug_util.h`, along with an explanation of
what it is and how to use it.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Left over from 0a79baf1bff93718e50a ("remove dead vertex assembly").
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This commit moves the target check before using _mesa_get_current_tex_object
to fix a "Mesa implementation error: bad target in _mesa_get_current_tex_object()"
error.
Fixes: 9dd1f7cec01 ("mesa: pass gl_texture_object as arg to not depend on state")
Reviewed-by: Marek Olšák <[email protected]>
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Once again, we were handling back-to-front in the GLES3 case, but not
the desktop GL case.
Fixes GTF-GL46.gtf30.GL3Tests.framebuffer_srgb.framebuffer_srgb_default_encoding when run with --deqp-surface-type=pbuffer --deqp-gl-context-type=egl.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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So I can use it in fbobject.c in the next commit.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We were looking at ctx->DrawBuffer when asking about the read buffer,
which was good enough for CTS purposes, but definitely not right.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Adds ir_binop_atan2 and ir_unop_atan. When converting to NIR these are
expanded out using the appropriate builtin generator. If they are used
with anything else then it will just hit an assert.
Reviewed-by: Kristian H. Kristensen <[email protected]>
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This commit does this by allowing both RGB and RGBA visuals to match with
EGL configs. We also expose the `EGL_MESA_config_select_group` egl
extension, which is similar to GLX's visual select group extension, to
allow the RGBA visuals to get less priority.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67676
Fixes: 049f343e8ac "egl: Allow 24-bit visuals for 32-bit RGBA8888 configs"
Cc: [email protected]
Reviewed-by: Adam Jackson <[email protected]>
Signed-off-by: Hal Gentz <[email protected]>
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This will encode the component selection value (0, 1, 2, 3) into
the X swizzle of the sampler, if the driver requests it.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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v4: - Retain scons comments for windows specific defines
v5: - key GLAPI_NO_EXPORTS off of shared-glapi instead of gles
Acked-by: Kristian H. Kristensen <[email protected]>
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SCons and Meson have never supported that feature, and Autotools was
deleted over 6 months ago and no-one complained yet, so it's pretty
obvious nobody cares about it.
Fixes: 95aefc94a941701616fd ("Delete autotools")
Signed-off-by: Eric Engestrom <[email protected]>
Acked-by: Dylan Baker <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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so that drivers don't have to call nir_strip manually.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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The initial patch only fixed up the NIR path, but forgot
the TGSI path needed fixing as well.
Fixes: f92226931b ("st/mesa: Prefer R8 for bitmap textures")
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Rafael Antognolli <[email protected]>
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CC: Kenneth Graunke <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Signed-off-by: Sergii Romantsov <[email protected]>
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This allows drivers to communicate that they prefer R8 textures rather
than A8 for glBitmap usage.
Reviewed-by: Marek Olšák <[email protected]>
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